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Temporal anti-aliasing (TAA), also known as TXAA (a proprietary technology) or TMAA/TSSAA (''Temporal Super-Sampling Anti-Aliasing''), is a
spatial anti-aliasing In digital signal processing, spatial anti-aliasing is a technique for minimizing the distortion artifacts (aliasing) when representing a high-resolution image at a lower resolution. Anti-aliasing is used in digital photography, computer graphics ...
technique for computer-generated video that combines information from past frames and the current frame to remove
jaggies Jaggies are artifacts in raster images, most frequently from aliasing, which in turn is often caused by non-linear mixing effects producing high-frequency components, or missing or poor anti-aliasing filtering prior to sampling. Jaggies are stai ...
in the current frame. In TAA, each pixel is sampled once per frame but in each frame the sample is at a different location within the frame. Pixels sampled in past frames are blended with pixels sampled in the current frame to produce an anti-aliased image. Although this method makes TAA achieve a result comparable to
supersampling Supersampling or supersampling anti-aliasing (SSAA) is a spatial anti-aliasing method, i.e. a method used to remove aliasing (jagged and pixelated edges, colloquially known as "jaggies") from images rendered in computer games or other computer p ...
, the technique inevitably causes ghosting and blurriness to the image.


TAA compared to MSAA

Prior to the development of TAA, MSAA was the dominant anti-aliasing technique. MSAA samples (renders) only the edges of polygons, then averages the samples to produce the final pixel value, making it surprisingly efficient in
GPU A graphics processing unit (GPU) is a specialized electronic circuit designed for digital image processing and to accelerate computer graphics, being present either as a discrete video card or embedded on motherboards, mobile phones, personal ...
-bound scenarios. In contrast, TAA samples information from previous and current frames, which makes TAA faster than MSAA, but often results in artifacting. In parts of the picture without motion, TAA effectively computes MSAA over multiple frames, but does not always achieve the same quality as the latter.


TAA compared to FXAA

TAA and
FXAA Fast approximate anti-aliasing (FXAA) is a screen-space anti-aliasing algorithm created by Timothy Lottes at Nvidia. FXAA 3 is released under a public domain license. A later version, FXAA 3.11, is released under a 3-clause BSD license. Algor ...
both sample each pixel only once per frame, but FXAA does not take into account pixels sampled in past frames, so FXAA is simpler and faster but can not achieve the same image quality as MSAA or TAA. Similarly to TAA, FXAA is infamous for the blur it applies to the image, which isn't ideal for detail-heavy games (The difference is, FXAA blurs the screen out of necessity, while TAA blur is a byproduct of the method itself).


Implementation

Sampling the pixels at a different position in each frame can be achieved by adding a per-frame "jitter" when rendering the frames. The "jitter" is a 2D offset that shifts the pixel grid, and its X and Y magnitude are between 0 and 1.Brian Kari, Epic Game
"High Quality Temporal Supersampling"
Ziyad Baraka
"Temporal Anti Aliasing – Step by Step"
When combining pixels sampled in past frames with pixels sampled in the current frame, care needs to be taken to avoid blending pixels that contain different objects, which would produce ghosting or motion-blurring artifacts. Different implementation of TAA have different ways of achieving this. Possible methods include: * Using motion vectors from the game engine to perform
motion compensation Motion compensation in computing is an algorithmic technique used to predict a frame in a video given the previous and/or future frames by accounting for motion of the camera and/or objects in the video. It is employed in the encoding of video ...
before blending. * Limiting (clamping) the final value of a pixel by the values of pixels surrounding it.


TAA compared to DLSS

Nvidia Nvidia Corporation ( ) is an American multinational corporation and technology company headquartered in Santa Clara, California, and incorporated in Delaware. Founded in 1993 by Jensen Huang (president and CEO), Chris Malachowsky, and Curti ...
's DLSS operates on similar principles to TAA. Like TAA, it uses information from past frames to produce the current frame. Unlike TAA, DLSS does not sample every pixel in every frame. Instead, it samples different pixels in different frames and uses pixels sampled in past frames to fill in the unsampled pixels in the current frame. DLSS uses machine learning to combine samples in the current frame and past frames, and it can be thought of as an advanced TAA implementation.Edward Liu, NVIDI
"DLSS 2.0 - Image Reconstruction for Real-time Rendering with Deep Learning"
/ref>yellowstone
"How DLSS 2.0 works (for gamers)"


See also

*
Multisample anti-aliasing Multisample anti-aliasing (MSAA) is a type of spatial anti-aliasing, a technique used in computer graphics to remove jaggies. It is an optimization of supersampling, where only the necessary parts are sampled more. Jaggies are only noticed in ...
*
Fast approximate anti-aliasing Fast approximate anti-aliasing (FXAA) is a screen-space anti-aliasing algorithm created by Timothy Lottes at Nvidia. FXAA 3 is released under a public domain license. A later version, FXAA 3.11, is released under a 3-clause BSD license. Algori ...
*
Deep learning super sampling Deep Learning Super Sampling (DLSS) is a suite of Real-time computing, real-time deep learning image enhancement and Image scaling, upscaling technologies developed by Nvidia that are available in a number of video games. The goal of these technol ...
* Deep learning anti-aliasing *
Supersampling Supersampling or supersampling anti-aliasing (SSAA) is a spatial anti-aliasing method, i.e. a method used to remove aliasing (jagged and pixelated edges, colloquially known as "jaggies") from images rendered in computer games or other computer p ...
*
Deinterlacing Deinterlacing is the process of converting interlaced video into a non-interlaced or Progressive scan, progressive form. Interlaced video signals are commonly found in analog television, VHS, Laserdisc, digital television (HDTV) when in the 1080 ...
*
Spatial anti-aliasing In digital signal processing, spatial anti-aliasing is a technique for minimizing the distortion artifacts (aliasing) when representing a high-resolution image at a lower resolution. Anti-aliasing is used in digital photography, computer graphics ...
*
Morphological antialiasing Morphological antialiasing (MLAA) is a technique for minimizing the distortion artifacts known as aliasing when representing a high-resolution image at a lower resolution. Contrary to multisample anti-aliasing (MSAA), which does not work for def ...


References

{{DEFAULTSORT:Temporal Anti-Aliasing Anti-aliasing algorithms